The Dragon's Bestiary from DRAGON(R) issue #162 Two hauntingly good (but definitely bad) undead by Spike Y. Jones (C)1990 TSR, Inc. All Rights Reserved. CLIMATE/TERRAIN: [Anywhere dead bodies can be found] FREQUENCY: [Very rare] ORGANIZATION: [Solitary] ACTIVITY CYCLE: [Any] DIET: [Nil] INTELLIGENCE: [Semi- (2-4)] TREASURE TYPE: [See below] ALIGNMENT: [Neutral evil] NO. APPEARING: [1] ARMOR CLASS: [7 (skeleton)/8 (zombie)/6 (spiritus)] MOVEMENT: [12 (skeleton)/6 (zombie)/24 (spiritus)] HIT DICE: [3] THAC0: [17 (in all forms)] NO. OF ATTACKS: [1 (as skeleton or zombie)/Nil (as spiritus anime)] DAMAGE/ATTACK: [1-6 (skeleton)/1-8 (zombie)] SPECIAL ATTACKS: [Nil] SPECIAL DEFENSES: [See below] MAGIC RESISTANCE: [Nil] SIZE: [M (as skeleton or zombie), or T (1' diameter cloud as spiritus)] MORALE: [Elite (13)] XP VALUE: [270 +5 per animated body] The spiritus anime is an undead creature, in the shape of a formless vapor, capable of animating the bodies of dead creatures in its vicinity. Its appearance is that of a glimmering cloud of dust with a tenuous thread of dust motes attaching it to the body the spiritus wore in life (its "home body," which is almost invariably buried). This cloud is normally [invisible], but a [detect invisibility] or [true seeing] spell reveals it as a glowing nimbus around the bodies it animates, or as a cloud if found without bodies. In addition, if someone actively tries to see this monster without magical aid, the attempt will succeed if a save vs. spells is successfully made. The viewer must be within 10' of the spiritus anime in order to have a chance of seeing it. : In its natural, cloudlike form, the spiritus anime makes no attacks; to fight, it possesses and animates a corpse or skeleton within 100 yards of its original home body. When in one of these bodies, it fights as if it were a normal animated undead, either a skeleton or a zombie, with the animated body having all appropriate statistics (the body's hit dice and hit points are separate from the spiritus anime's own). Damage done to the animated body is not taken by the spiritus anime; when a body that the spiritus anime inhabits is "slain," the monster merely animates another corpse on the following round and once more rises to the attack (having a +4 penalty added to its initiative roll on the first round of a new body's use). "Slain" undead cannot be animated again by the same spiritus anime, though zombies that are "slain" can be reused as skeletons months later, once the flesh has rotted from their bones. Only the remains of human, demihuman, or humanoid beings can be so animated. There are four ways to halt a spiritus anime's attack. The easiest is to retreat more than 100 yards from the spiritus' home body, the distance beyond which it cannot move an animated host body. (Theoretically, a spiritus anime could use an animated body to carry its home body to a distant site, in order to find a larger supply of corpses to animate or to follow a particular enemy to which it has developed some special attachment, but such an intelligent plan would surely be beyond it.) The second method is to destroy the supply of dead bodies that it can animate as weapons, a time-consuming process that can be counterproductive if some of the attacking party dies in the melee, allowing their bodies to be animated as zombies by the spiritus anime (in preference to the weaker skeletons). The third way is to destroy the spiritus anime's home body, instead of merely dispatching its host bodies. If attackers manage to identify and dig up its home body, they can "slay" this body and, in so doing, kill its spiritus anime. The home body has the statistics of either a skeleton or zombie, though if not animated it will not attack. When an attack on the home body is begun, the spiritus will concentrate its efforts on protecting its home body either by using animated bodies or by animating its home body and attempting to flee with it. Normal weapons are effective against a spiritus anime's home body, and holy water does 1-4 hp damage per vial both to the body and to the spiritus anime itself. The final method of killing a spiritus anime is through magic. If any [cure wounds] spell is used on a body the spiritus anime is animating, the spiritus anime permanently loses a number of hit points from its own hit-point total (not from the hit-point total of the animated body) equalling the number of hit points that the spell would have cured. [Bless] causes 1-4 hp damage to the spiritus anime if it fails a saving throw vs. spells, and [exorcise, dispel evil, spiritwrack, raise dead, ]and [resurrection] will all kill it without a saving throw. A spiritus anime can be turned by a cleric as if it was a ghoul. A "D" result destroys the body the spiritus anime is animating but does not harm the spiritus anime itself. If a spiritus anime is turned, it can leave the body it is animating and resume its attacks in the next round by entering a new body, just as if the first body had been destroyed. A [bless ]spell cast upon a body that has not been animated will permanently protect that body from animation by a spiritus anime. If the spell is cast on the spiritus anime's home-body, the spiritus anime takes the usual 1-4 hp damage, no matter where it is or what it is doing. Once in a while (10%), a particular spiritus anime will have developed a special and deceptive battle tactic. It will abandon a wounded host body before the body is completely destroyed, only to return to it later. As those fighting against the undead will have assumed that they slew the first body, having it rise a second time will make them believe that the undead bodies are impossible to slay--a frightening prospect indeed. Up to three bodies may be so manipulated. : A spiritus anime is a type of undead created only when a human, demi-human or humanoid creature is buried alive, either intentionally (as a torture or sacrifice) or by accident (such as a landslide or the result of a tragedy involving a disease, a [feign death] spell, etc.). Many (40%) of those so buried become spiritus animes, desperate to escape burial and return to the surface. Because such circumstances are usually uncommon, only solitary spiritus anime are typically encountered. If more than one of them haunts a single site, the only sign that they acknowledge each other's existence is that they usually refrain from animating each other's home bodies unless there are no other bodies available to them. If this does occur, and one of these home bodies is slain, this automatically slays the spiritus anime to which the body belongs, without materially affecting the spiritus that had been animating the body. Thus, "killing" a zombie on one side of a graveyard could actually slay a spiritus anime on the other side of the field, causing two undead bodies to fall, in different locations, when only one was struck (though a third body might soon arise!). Although both skeletons and zombies can be created from the bodies of any dead monster, a spiritus anime animates only bodies that are similar to the one it wore in life, for it feels comfortable in that shape alone. If the body animated is of the same species as the spiritus once was, then the animation is handled with ease. If there is a minor difference in size (such as that caused by a once-human spiritus anime using a dwarven skeleton), the animated body fights at -1 to hit; if there is a major difference between the bodies (such as the size difference between a halfling and an ogre, or the presence of extra body parts such as the tail of a troglodyte or the four arms of some sahuagin), the body fights at -4 to hit. : Spiritus anime are not natural creatures and do not participate in any way in the food chain, except to create carrion in their immediate vicinities that attracts scavengers, insects, etc. As these creatures are usually found in areas shunned by civilization, they are set very much apart from the world's everyday functioning. They exist only to procure additional host bodies to preserve their "lives" aboveground until they are finally laid to rest. Spiritus animes do not collect treasure, but sometimes they will have incidental treasure. If in a proper graveyard, each of the bodies they animate, plus their home bodies, will have only the normal burial goods of that region, ranging from a burial shroud to the riches of a major tomb. If the bodies used are the result of an accidental burial, then the treasure will consist of the normal goods carried by the creatures when alive. CLIMATE/TERRAIN: [Any inhabited area] FREQUENCY: [Very rare (Rare)] ORGANIZATION: [Solitary] ACTIVITY CYCLE: [Night] DIET: [Nil] INTELLIGENCE: [Low (5-7)] TREASURE TYPE: [Nil] ALIGNMENT: [Neutral evil] NO. APPEARING: [1] ARMOR CLASS: [6] MOVE: [6] HIT DICE: [8] THAC0: [13] NO. OF ATTACKS: [1] DAMAGE/ATTACK: [By weapon type (doubled)] SPECIAL ATTACKS: [Nil] SPECIAL DEFENSES: [Never surprised; detects hidden or invisible beings within 60'] MAGIC RESISTANCE: [Nil] SIZE: [M] MORALE: [Champion (15-16)] XP VALUE: [1,400] The ankou is an undead creature who was a miserly farmer or peasant in life, a person so debased as to have murdered his own family out of greed or to have allowed his family to perish rather than share his hoard of food with them. When death claims such a person, his soul sometimes returns as an ankou, roaming the countryside in search of other victims to collect. An ankou appears quite ordinary at a distance, seeming to be a poor farmer on the road late at night, perhaps returning from a market town. It wears typical rural clothing: ragged shoes or boots; worn, patched and dusty work clothes; and sometimes a broad-brimmed work hat set to cover its eyes. Closer inspection reveals it as an emaciated old man, with parched lips and with skin pulled tightly across the face and body. Three things upset this picture. First, an ankou is usually armed with a farmer's scythe (50%), a long sword that it carries without a scabbard (20%), or a large club (20%); it is unarmed 10% of the time. Second, as an ankou takes its slow, stiff, and deliberate steps forward, its head never ceases to turn from side to side, its glowing, flame-red eyes scanning the land to either side looking for prey. Third, the ankou is always followed by an apparently sourceless, wooden, creaking sound. This is a product of an [invisible] cart pulled by an equally [invisible ]ox or horse that is even more emaciated than the ankou. The purpose of the cart (a gift of some netherworld god of evil) is to carry away the bodies of the ankou's victims, leaving behind nothing to mark its victims' last struggles. Sometimes the sound of the cart can be heard minutes before the ankou appears, apparently stepping out of the lengthening shadows of dusk or merely approaching along a darkened road. : The ankou is not particular about whom it kills, but it is more likely to be encountered by solitary travelers than by groups (treat the ankou as if it were only "rare" on such occasions). It has excellent senses of hearing and sight, so it can detect anyone in hiding and cannot be surprised. Even with this ability, it will still attack only those who are accessible. The ankou cannot cross open water or flame, though rough ground slows neither itself nor its beast-drawn cart. In combat the ankou usually fights with a weapon, doing double damage on all hits (2-16 hp damage with a sword, club, or scythe) because of its great strength and carefully aimed attacks. As it is as slow as a zombie at attacking, it gets only one attack per round and always strikes last. If unarmed, an ankou attacks by grabbing at its opponent and attempting to wrap its thin arms around the victim's chest to crush him. The ankou needs to make a single to-hit roll; if it succeeds, the ankou has caught the victim in a bear hug of fantastic strength, its fingers locking together with startling power. Every round thereafter, the ankou does damage equal to the victim's armor class (armor type and magical bonuses apply, but shield and dexterity bonuses do not, for the purposes of this calculation). Victims with armor classes of 1 or less take no damage. The hugged victim may attack the ankou with a one-handed melee weapon at -2 to hit; he may instead elect to attempt to break the ankou's hold, which can be done if he makes a successful bend bars/lift gates strength roll (one attempt per round allowed with no limit to the number of attempts). Being undead, the ankou is unaffected by spells involving [sleep, hold, charm], or cold of any sort, and its excellent senses negate the effects of many illusions (giving it a bonus of +3 on saving throws vs. illusions). It can be turned by good clerics (or caused to ignore evil ones) as if it were a spectre. The touch of holy water instantly causes it and its cart to return to the nether realms of Tartarus without the possibility of a saving throw. The [invisible] cart and beast of burden can be directly attacked only by casting a [dispel evil] or [exorcise] spell upon them, which will instantly destroy them (though they will re-form on the following night if the ankou still exists). Weapons blows and magical effects are ineffective against them. : The ankou is a very slow and patient creature with the ceaseless endurance of the undead. If an ankou's victim escapes alive, it will follow him at its slow, plodding pace for the rest of the night, until it either catches and dispassionately kills him, or until the first light of dawn intrudes, banishing the ankou back to Tartarus until the next dusk. It has no memory to speak of and so will not resume its pursuit the next night out of any spite. But if the ankou encounters the same traveler on some subsequent night, it may attack him normally, as if the first encounter had never occurred. : The ankou is probably the undead that contributes the least to the ecology of a world. As with others of its ilk, it neither eats nor can be safely eaten by Prime Material plane dwellers. But unlike other undead, it does not leave even the lifeless bodies of its victims behind to be eaten or picked through for treasures. All that remains after an ankou's attack are a line of the victim's footprints that end at the point where the victim was waylaid by the driver of an ox- or horse-pulled cart, and the wheel ruts that continue down the road, eventually fading to nothingness. END FILE